#ifndef VRP_UNLIT_PASS_INCLUDED
#define VRP_UNLIT_PASS_INCLUDED
#include "Common.hlsl"
#include "UnlitInput.hlsl"

struct Attributes
{
    float4 positionOS       : POSITION;
};

struct Varyings
{
    float4 positionCS : SV_POSITION;
};

Varyings vert(Attributes input)
{
    Varyings output = (Varyings)0;

    float3 positionWS = TransformObjectToWorld(input.positionOS.xyz);
    output.positionCS = TransformWorldToHClip(positionWS);

    return output;
}

half4 frag(Varyings input) : SV_Target
{
    return _BaseColor;
}
#endif